Game Master S's "Dead Suns" (Inactive)

Game Master Chris Marsh

TACTICAL MAP |STRATEGIC MAPS
HANDOUTS | CAMPAIGN RECORDS | DRAMATIS PERSONAE |DRAMATIS NAVES | Sunrise Maiden | Ship Roles | The Story Thus Far

Initiative:

[dice=Hostiles]d20[/dice]
[dice=Booker]d20+11[/dice]
[dice=Dunklezahn]d20+10[/dice]
[dice=Gig]d20+4[/dice]
[dice=Hack-it]d20+4[/dice]
[dice=Janzi]d20+1[/dice]

Skill Quickpost:

Perception
[dice=Booker]d20+13[/dice] (Darkvision 60')
[dice=Dunklezahn]d20+10[/dice] (Darkvision 60')
[dice=Gig]d20+0[/dice]
[dice=Hack-it]d20+6[/dice] (Darkvision 60')
--->[dice=Hum]d20-1[/dice]
[dice=Janzi]d20+13[/dice]

Sense Motive:
[dice=Booker]d20+0[/dice]
[dice=Dunklezahn]d20+0[/dice]
[dice=Gig]d20+0[/dice]
[dice=Hack-it]d20+0[/dice]
[dice=R.1.G.5.]d20+0[/dice]
[dice=Torin]d20+6[/dice]


5,101 to 5,150 of 5,307 << first < prev | 97 | 98 | 99 | 100 | 101 | 102 | 103 | 104 | 105 | 106 | 107 | next > last >>

Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

Hack-It moves in, Hum following behind him. "Finish him off, little buddy."

Hum calibrates the distance from the target, readjusts its thrusters for the sonic recoil, and fires!
Hum vs Blue: 1d20 + 14 ⇒ (15) + 14 = 29
Damage (Sonic): 3d8 + 11 ⇒ (6, 8, 8) + 11 = 33


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Hum chirps, fires, blows the chest out of the undead, then chirps some more!

The only other door here also has a blast door in front of it. The computers continue to flash, and the entire ship is still on high alert.

Three rows of computer displays take up the center of this room, with additional control panels lining the fore wall. Monitors line the port, starboard, and aft walls, showing various decks and grav-train corridors of the ship’s interior and the Gate of Twelve Suns, as well as the position, direction, and possible firing arcs of dozens of armada ships in the system. Heavy doors are set into the fore and starboard walls.

For slaying the Captain of the Empire of Bones as well as its science officer and guards the party earns 34,200 XP.


Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

Janzi looks at one of the computers. Any chance you two can do something about that racket? he asks.


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

Booker moves quickly to strip the dead of their gear and, in particular, any security or access cards they might carry. "Aye, see what level o'control these terminals provide. And find out what's on the other side o' that door." Booker points to the forward door.

Perception T10 for 24 searching the dead. To clarify, is the blast door on the forward door shut (i.e., no access)?


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Yes, there's a blast door, like in the main room.

Booker takes stock of the dead Science Officer: freebooter armor III, buzzblade dueling sword with 1 battery (20 charges), yellow star plasma rifle with 2 high-capacity batteries (40 and 36 charges each), personal comm unit

He also stands gloriously over the captain of the ship: advanced iridishell (white force field [15 HP]), shock grenades III (2), tactical autobeam rifle with 1 high-capacity battery (36 charges), a typical looking key card, some kind of unique key, system-wide comm unit


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

Hack-It stands gloriously as the new captain of the ship. He takes the key card and the unique key, letting the others sift through the goodies. Then he heads over to the computer terminals.

"Hello beautiful. You're mine now. Let's see what there is to see..."
Grabbed the key card in case it helps with access to the computer systems. If needed, Hack-It will Take 10 for 33 on Computers. And if that doesn't give him access still then he will try again and I will roll (or roll for me with a +23. Oh, and a reminder that he has Hack Directory

Hack Directory:
Whenever you attempt to hack a system and fail the check, you immediately become aware of any countermeasures that were activated due to your failure. You can then select one of these countermeasures and attempt another Computers check (with the same DC as the original). If you succeed at this second check, you can prevent that countermeasure from activating, as if you had not attempted to access the system at all. Any other countermeasures have their normal effect.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Hack-it's eyes glow in the screenlight...

This is the control room for the command link system that sends orders directly to the cybernetic zombies that run many of the systems throughout the ship. The rows of terminals function as a tier 10 computer. When used in conjunction with experienced officers and the non-cybernetic zombie crew, this command link system allows the crew of the Empire of Bones to operate at an extremely high level of efficiency. However, even without the assistance of the free-willed crew in key positions, these computers allow a startlingly small number of creatures to operate the ship (as long as the cybernetic zombie crew are still functional). Hack-it is now free to act as Engineer or Science Officer for the Empire of Bones. This system gives you access to two of the +10 computer bonuses for the crew if you can get the ship totally under control.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

This elegant room has smooth, bone-white walls and red-stained
wooden floors. A large table apparently carved from a single enormous slab of stone takes up much of the aft section of the room, with a blank computer display hanging from the ceiling nearby. Smaller stone pillars topped with black glass tabletops, each surrounded by several smaller chairs, are scattered throughout the rest of the room. A countertop that runs along the port wall and around the corner along the fore wall holds delicately formed crystal goblets and what appear to be food dispensers.

This room is devoid of foes, and the door North is similarly shut with an extra layer.


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

"This looks like the undead backstage lounge. Do you really think undead need to lounge about?"

Gig looks around the room for anything of interest including under the table (in case they left any chewing gum).

Perception: 1d20 + 13 ⇒ (16) + 13 = 29


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Gig doesn't find anything, not even chewing gum.

The door to the north has a keycard slot, or could be broken down...


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

"No, but its a decent enough place for us to hole up for a few. I need t'work the dents outta my armor."

Proposing we take 10 to recover SP before trying the card. Also switching my weapon back to the X-gen gun.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

You aren't being bombarded by reinforcements at the moment.


Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

Can Hack/Gig isolate the room from cameras, comms, etc.? If so, I say we take 10, yeah.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Which room? You have total access to the ship's science and engineering computers (though there are no bridge cameras.)


Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

The lounge room, I meant. I know they are aware we're here, but I wanted to isolate this room from any external views and such.

Grand Lodge

Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

Sure thing, Booker. Need to take these breaks when we can. I'll keep watch.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

The party takes about ten minutes. It's enough time replay it all.

It all comes down to this...


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Gig takes some time to work at the controls of the bridge station. His fingers type rapidly as he tries to shut off any alarms, but also find a way to use the ship to possibly destroy the Stellar Degenerator.

Computers: 1d20 + 23 ⇒ (15) + 23 = 38


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

With the cyber control key, Gig manages to disable and utterly wreck the alarm system. Unfortunately he cannot get access to weapons or piloting from here.


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

"While we've got a minute," Booker labors with difficulty, wrestling with a dent, "see what we need t'get through that door." He motions to the blast door blocking their way forward.

After a few minutes, he straps in the armor again and puffs his way through two cigarettes. At last he stamps it out and hefts his heavy gun. "Alright. What've we got?"


Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

During the rest, Janzi pointedly ignores Hack-It's giddiness at offing the Captain and rummages through Booker's nullspace, pulling out various wicked-looking firearms and inquiring as to their efficacy.


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0
Booker wrote:
"Alright. What've we got?"

"I've got a stick of gum if you want. It's probably a lot healthier for you than those cigarettes."


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

Booker chuckles and shrugs. "Maybe, maybe." But he does not take the gum.

"Janzi, give this a lookover, then lets try that key card and blast this place t'Hell."

After Janzi takes 20 for 40 on the door, Booker will open it with the key.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

With nerves of steel, Booker puts the car in, and opens the door to the bridge...

The first thing everyone sees are the three floor-to-ceiling windows show the stretch of space in front the vessel. It is immediately clear why you haven't had more pressure, the fight in space is the largest anyone has ever seen, even on vids. There are literally thousands of ships in view.

Five foot- deep recesses are located to the port and starboard of the dais, and walls of holoprojectors that stretch down from the ceiling surround each. The projectors fill the pits with three-dimensional holograms of the local space, including the Gate of Twelve Suns, the ships of the Corpse Fleet armada, and a massive cone-shaped megastructure sitting in a section of nonstandard space beyond the Gate. Rows of chains sit in front of bank of controls adjacent to the windows and most of the port and starboard walls.

A dais in the center of this large room supports an imposing throne-like chair with a computer console just in reach. Curved walls cut off the port and starboard corners of the fore walls; each has a door set in it. Atop the dias, standing in front of the chair is a powerful looking undead.

He does not turn, keeping his undead gaze upon the destruction beyond the windows. Still, he speaks directly into your minds, "I am impressed that you have made it this far. It is proof that you are worthy to join the Corpse Fleet once your mortal forms have been slain."


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

"Will you be impressed when I've killed you first?" Booker asks aloud, sliding into the room and moving to port, keeping his back against the wall.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

"“It doesn’t matter if you win or lose here. Even if you manage to defeat us, the Corpse Fleet has more ships. More armadas. And all the time in the universe. As long as the Stellar Degenerator exists, the Corpse Fleet will seek to control it. Sooner or later, we will succeed. And then, everything dies once and for all.”

He turns and locks eyes with Booker, "Have at thee!" his physical voice is cracked, fried, and full of immense power! From the other side of the dais emerges a pair of the broken undead monks.

Opposite them is an armed and armored undead vesk

DM:

Serovox: 1d20 + 8 ⇒ (7) + 8 = 15
Kurobozu: 1d20 + 6 ⇒ (9) + 6 = 15
Undead vesk: 1d20 + 5 ⇒ (20) + 5 = 25
Booker: 1d20 + 11 ⇒ (6) + 11 = 17
Dunklezahn: 1d20 + 10 ⇒ (10) + 10 = 20
Gig: 1d20 + 4 ⇒ (12) + 4 = 16
Hack-it: 1d20 + 4 ⇒ (11) + 4 = 15
Janzi: 1d20 + 1 ⇒ (7) + 1 = 8

The vesk gives a croaking warcry and is the first to move, activating a haste circuit and closing. He levels his master aurora shock caster towards Booker... but then fires over his shoulder at the doorway!

ATK: 1d20 + 19 ⇒ (1) + 19 = 20 but completely misses!

Round 1:
Undead vesk: ATK
Dunklezahn: Go
Booker: Go
Gig: Go

Serovox: TBD
Kurobuzu: TBD
Hack-it: TBD
Janzi: TBD

Grand Lodge

Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

As the blast splashes against the doorframe, Dunklezahn rushes into the room, taking quick stock of the combatants. Seeing the abomination that was a vesk, Dunklezahn charges it.

Spear of Golarion,Inferno Flame Doshko: 1d20 + 18 - 4 ⇒ (1) + 18 - 4 = 15
F Damage: 5d8 + 21 ⇒ (4, 7, 8, 6, 6) + 21 = 52

Spear of Golarion,Inferno Flame Doshko: 1d20 + 18 - 4 ⇒ (13) + 18 - 4 = 27
F Damage: 5d8 + 21 ⇒ (2, 5, 8, 4, 5) + 21 = 45

Charges 97/100


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Gig quickly scurries north to take position ready to unleash a symphony of spells.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Dunk's first swing is easily blocked, but the second breaks through and burns a hole in the armor. The undead vesk gives a freakish laugh, "A worthy foe!"

Round 1:
Undead vesk: ATK
Dunklezahn: Hit
Booker: Go
Gig: Move
Serovox: TBD
Kurobuzu: TBD
Hack-it: TBD
Janzi: TBD

DM:

Gatecrasher: 45


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

Booker activates his own haste circuit (which I had forgotten about until now) and dumps lead into the admiral.

"Dunk, you're on vesk duty. Everybody else, fire on Serovox!"

X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (1) + 19 + 1 + 1 - 5 = 17 CRITICAL MISS
Piercing Damage: 2d12 + 14 + 1 ⇒ (12, 7) + 14 + 1 = 34 ignores 5 DR

X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (11) + 19 + 1 + 1 - 5 = 27
Piercing Damage: 2d12 + 14 + 1 ⇒ (7, 4) + 14 + 1 = 26 ignores 5 DR

X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (20) + 19 + 1 + 1 - 5 = 36 CRITICAL HIT
Piercing Damage: 4d12 + 28 + 2 ⇒ (9, 12, 8, 3) + 28 + 2 = 62 ignores 5 DR

X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (14) + 19 + 1 + 1 - 5 = 30
Piercing Damage: 2d12 + 14 + 1 ⇒ (12, 9) + 14 + 1 = 36 ignores 5 DR

Haste: 9/10 rounds. Clip: 60/100 rounds.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Booker opens fire with the Onslaught! All. Four. Shots. Miss. Serovox turns and gives a dismissive chuckle at the misses. Booker can't figure out how he missed. He was SURE he nailed the admiral! The admiral wiggles their fingers and completely vanishes from sight!

Both monks crash in on Gig. Their speed is on full display in the large room. They both slam fists into the ysoki!

Black: 1d20 + 19 ⇒ (14) + 19 = 33 for DMG: 1d6 + 13 ⇒ (6) + 13 = 19
Red: 1d20 + 19 ⇒ (7) + 19 = 26 for DMG: 1d6 + 13 ⇒ (4) + 13 = 17

Round 1:
Undead vesk: ATK
Dunklezahn: Hit
Booker: Miss
Gig: Move
Serovox: Magic!
Kurobuzu: ATK
Hack-it: Go
Janzi: Go

DM:

MISS: 4d100 ⇒ (80, 6, 10, 34) = 130 ON, OFF, OFF, OFF
Gatecrasher: 45
Serovox: 20' WSW


Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

Mysticism: 1d20 + 24 ⇒ (17) + 24 = 41


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Janzi:

Looks like Serovox is Displaced and now invisible.


Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

Frack! The rat bastard is displaced! Janzi says, before a further string of expletives leap from his mouth. And now the rat bastard's gone invisible!

Janzi activates his haste circuit and moves into the room. New plan: take out the mooks until Rat-Bastard shows his ugly mug again. And he will.

He summons forth an otherworldly energy to create a small, spherical, floating wisp, which he directs (move action) to harry the Vesk hassling his Vesk. Wisp ally, provides harrying fire so +2 to Dunk's next attack roll vs. the Vesk.


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

Ah, that makes sense.

Booker growls in frustration. "Alright. Vesk first then."


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Janzi helps clear a few things up for Booker while giving Dunklezahn some help.

Round 1:
Undead vesk: ATK
Dunklezahn: Hit
Booker: Miss
Gig: Move
Serovox: Magic!
Kurobuzu: ATK
Hack-it: Go
Janzi: Magic

DM:

MISS: 4d100 ⇒ (80, 6, 10, 34) = 130 ON, OFF, OFF, OFF
Gatecrasher: 45
Serovox: 20' WSW


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Gig hastily retreats behind Janzi and then fires off an Explosive Blast to engulf the two monks in fire.

Explosive Blast: 9d6 + 5 ⇒ (4, 3, 3, 1, 1, 1, 5, 5, 1) + 5 = 29


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

"Rat bastard, really Janzi. You hear that, Gig?" Hack-It says as he casually strolls into the room, Hum flying over his shoulder as usual. Seeing the others locked in combat, he sees the one-sided spread of foes. "Don't worry, Gig ol' buddy. I got you."

He snaps his fingers, and the rifle barrel on Hum whirs to life before firing off a blast!
I'd like to fire at Grey, but I can't tell by the map if there are walls blocking or if it's just a raised step. If he doesn't have LoS, then this is on Red
Hum vs Grey: 1d20 + 14 ⇒ (10) + 14 = 24
Damage (S): 3d8 + 11 ⇒ (8, 6, 5) + 11 = 30


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Per Slack, Gig is a little too eager. Hack-it, that area is slightly raised, but not enough to grant cover.

Hack-it orders Hum to get to work, and the drone promptly blows away part of the undead monk's face!

The vesk melee continues as the massive vesk uses a single arm to swing his massive swoop hammer at Dunklezahn:

ATK: 1d20 + 22 - 4 ⇒ (11) + 22 - 4 = 29 Miss
ATK: 1d20 + 22 - 4 ⇒ (20) + 22 - 4 = 38 for DMG: 6d10 + 36 ⇒ (8, 10, 5, 6, 1, 1) + 36 = 67

The follow up hits him in the hip and knocks Dunklezahn prone!

Round 2:
Undead vesk: ATK
Dunklezahn: Go
Booker: Go
Gig: Go (May keep turn)

Serovox: TBD
Kurobuzu: TBD
Hack-it: TBD
Janzi: TBD

DM:

MISS: 4d100 ⇒ (80, 6, 10, 34) = 130 ON, OFF, OFF, OFF
Gatecrasher: 45
Grey: 30
Serovox: 20' WSW


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

"That's enough outta you," Booker quips at the vesk. Four heavy slugs smash towards the menace and his hammer.

X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (5) + 19 + 1 + 1 - 5 = 21
Piercing Damage: 2d12 + 14 ⇒ (1, 11) + 14 = 26 ignores 5 DR

X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (19) + 19 + 1 + 1 - 5 = 35
Piercing Damage: 2d12 + 14 ⇒ (5, 12) + 14 = 31 ignores 5 DR

X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (6) + 19 + 1 + 1 - 5 = 22
Piercing Damage: 2d12 + 14 ⇒ (4, 4) + 14 = 22 ignores 5 DR

X-Gen Onslaught, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (7) + 19 + 1 + 1 - 5 = 23
Piercing Damage: 2d12 + 14 ⇒ (4, 7) + 14 = 25 ignores 5 DR

Haste Circuit: 8/10. Clip: 52/100 rounds.

Grand Lodge

Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

Dunklezahn lets out a loud growl as he is forced to stare up at the undead. He toggles on his haste circuit. As the world blurs slightly, Dunk stands and swings the spear at the undead, returning the blow in kind.

Spear of Golarion,Inferno Flame Doshko: 1d20 + 18 - 6 ⇒ (9) + 18 - 6 = 21
F Damage: 5d8 + 21 ⇒ (6, 3, 6, 5, 1) + 21 = 42

Spear of Golarion,Inferno Flame Doshko: 1d20 + 18 - 6 ⇒ (8) + 18 - 6 = 20
F Damage: 5d8 + 21 ⇒ (4, 2, 2, 2, 3) + 21 = 34

Spear of Golarion,Inferno Flame Doshko: 1d20 + 18 - 6 ⇒ (8) + 18 - 6 = 20
F Damage: 5d8 + 21 ⇒ (7, 8, 6, 1, 3) + 21 = 46

Charges: 96/100


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

The undead vesk blocks every one of Dunklezahn's attacks, "Pathetic, I don't see what the admiral sees." Indeed, Booker only scores a single hit! The grunt is barely there when it connects."[/b]

Round 2:
Undead vesk: ATK
Dunklezahn: Miss
Booker: Hits
Gig: Go (May keep turn)
Serovox: TBD
Kurobuzu: TBD
Hack-it: TBD
Janzi: TBD

DM:

Gatecrasher: 76
Grey: 30
Serovox: 20' WSW


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Gig keeps his turn and scurries back to release his explosive blast!


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Gig tries to extricate himself for a spell, but the undead have quick reactions:

AoO Black: 1d20 + 19 ⇒ (20) + 19 = 39 for DMG: 2d6 + 26 ⇒ (6, 4) + 26 = 36 The hit stuns Gig!
AoO Red: 1d20 + 19 ⇒ (10) + 19 = 29 for DMG: 1d6 + 13 ⇒ (6) + 13 = 19 [ooc]FORT Save DC 18[/dice]

After the two telling blows, Gig regains his senses, but precious time is lost. [ooc]You never cast your spell Gig, so you still have it.

The monks begin working on Gig with preternaturally fast strikes at impossible angles. It's horrible for Janzi to see:

Black: 1d20 + 19 ⇒ (5) + 19 = 24 MISS
Red: 1d20 + 19 ⇒ (11) + 19 = 30 for DMG: 1d6 + 13 ⇒ (1) + 13 = 14

Round 2:
Undead vesk: ATK
Dunklezahn: Miss
Booker: Hits
Gig: Stunned
Serovox: ???
Kurobuzu: ATK
Hack-it: Go
Janzi: Go

DM:

Gatecrasher: 76
Grey: 30
Red: (Sage Bane used)
Serovox: 20' WSW
Wall of force at 6.75"


Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

Gig losing a bunch of stamina on that round. Ouch.

Janzi conjures up a seven pointed disc of shimmering force that he flings at Red, ricocheting into Grey before it lands in the meatspace of one of the cybernetic corpses still wired up.

ranged attack vs. EAC: 1d20 + 11 ⇒ (7) + 11 = 18
force dmg: 3d6 ⇒ (1, 3, 6) = 10

ricochet into Grey vs. EAC: 1d20 + 11 ⇒ (14) + 11 = 25
force dmg: 2d6 ⇒ (1, 1) = 2

He continues to direct the wisp ally to provide harrying fire for Dunk against the vesk (move action to direct).


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Janzi splits his attention, helping Dunklezahn, and striking one of the undead with his disk, but to minimal effect.

Round 2:
Undead vesk: ATK
Dunklezahn: Miss
Booker: Hits
Gig: Stunned
Serovox: ???
Kurobuzu: ATK
Hack-it: Go
Janzi: 1 Hit

DM:

Gatecrasher: 76
Grey: 32
Red: (Sage Bane used)
Serovox: 20' WSW
Wall of force at 6.75"


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

Working to keep a clear shot, Hack-It and Hum switch to fire on the other monk.
Hack-It vs Red: 1d20 + 14 ⇒ (20) + 14 = 34
Damage (Sonic): 6d6 + 10 ⇒ (1, 6, 3, 1, 2, 5) + 10 = 28 plus DC 20 Fort or Staggered 1 round
Hum vs Red: 1d20 + 14 ⇒ (15) + 14 = 29
Damage (Sonic): 3d8 + 11 ⇒ (7, 1, 5) + 11 = 24


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Hack-it and Hum come to Gig's rescue with a pair of devastating hits! FORT: 1d20 + 8 ⇒ (9) + 8 = 17 Staggered!

The undead vesk continues his slugfest with Dunklezahn. Twice the hammer swings at him I forgot the AoO! Doh! Putting it in now. AoO: 1d20 + 22 ⇒ (13) + 22 = 35 Hit v prone for DMG: 3d10 + 18 ⇒ (1, 10, 4) + 18 = 33

ATK 1: 1d20 + 22 - 4 ⇒ (14) + 22 - 4 = 32 MISS
ATK 1: 1d20 + 22 - 4 ⇒ (12) + 22 - 4 = 30 MISS

Round 3:
Undead vesk: ATK
Dunklezahn: Go
Booker: Go
Gig: Go

Serovox: TBD
Kurobuzu: TBD
Hack-it: TBD
Janzi: TBD

DM:

Gatecrasher: 76
Grey: 32
Red: 52 (Sage Bane used, staggered for Round 3)
Serovox: 20' WSW
Wall of force at 6.75"


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

"Time to die, bub," Booker snarls, thundering another volley at the vesk.

X-Gen Onslaught @ Vesk, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (13) + 19 + 1 + 1 - 5 = 29
Piercing Damage: 2d12 + 14 ⇒ (9, 1) + 14 = 24 ignores 5 DR

X-Gen Onslaught @ Vesk, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (5) + 19 + 1 + 1 - 5 = 21
Piercing Damage: 2d12 + 14 ⇒ (7, 7) + 14 = 28 ignores 5 DR

X-Gen Onslaught @ Vesk, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (12) + 19 + 1 + 1 - 5 = 28
Piercing Damage: 2d12 + 14 ⇒ (7, 8) + 14 = 29 ignores 5 DR

X-Gen Onslaught @ Vesk, Hasted: 1d20 + 19 + 1 + 1 - 5 ⇒ (14) + 19 + 1 + 1 - 5 = 30
Piercing Damage: 2d12 + 14 ⇒ (8, 7) + 14 = 29 ignores 5 DR

"Any o' you lot find Serovox?" the veteran shouts at the others. Anybody have a way to deal with invisibility? Or displacement for that matter?

Haste Circuit: 7/10 rounds. Clip: 44/100 rounds.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Booker's first shot hits an invisible wall of force just 10' away.

Round 3:
Undead vesk: ATK
Dunklezahn: Go
Booker: First hit stopped
Gig: Go

Serovox: TBD
Kurobuzu: TBD
Hack-it: TBD
Janzi: TBD

DM:

Gatecrasher: 76
Grey: 32
Red: 52 (Sage Bane used, staggered for Round 3)
Serovox: 20' WSW
Wall of force at 6.75"

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